Wiring 3.5 mm females for telephone operator button assigner

Hello.

small talk about previous bad experience with 3.5 mm connectors, and what built confidence back.

First my phobia of 3.5 millimeter connectors use in fight six has been averted thanks to Xbox One’s adaptive controller.

Maybe the guy who did my stick in the 90s did a quick shoddy job. Originally I blamed the 3.5 mm technology, but seeing Xbox use it makes me relieved.

First the main question then I’ll blab on. My joystick making Friend for hire Stan is back on talking terms with me. But he doesn’t understand how to take a signal from a db37, how to take one pin and wire it to one part of a female 3.5 mm.

Most YouTube videos show how to make male 3.5 connections, but none have it from a fight stick makers perspective where you’re dealing with females.

Can someone link a video that shows that? Stan doesn’t know but is willing to learn. I tried looking up after three or four different search terms, and I couldn’t find it.

Now I’ve got some questions about how it’s usually done in this hidden segment. I don’t know. This segment is asking if my intuition is right, as well as stating the intuition I believe, but I’m willing to change at the drop of a hat if experts say no.

Are my idea of the conventions right?

Most people would probably agree that a 3.5 mm cable system is the easiest way for an average person to make a telephone operator system for the purposes of being able to map any control function to any input. There may be cooler ways if you know how to program mini chips, but if you go a tournament, you’ve got some ‘splainin’ to do if you win. A 3.5 mm method is probably the most honest, open way of having button programmability with no rapid fire macros or any other possible cheat mechanisms.

Am I correct to assume most people use a 2 Pole or mono audio connector, and use the channel for sound as the signal? is it also correct to assume the ground of the 3.5 mm is the joystick ground? And is it also correct to assume that’s no other connector is needed?

Thinking that there might be a necessity for third pole even before bringing my design into it I bought three pole connectors or stereo audio 3.5 hookups. Wise contingency plan?

My plans

If normally fight used two pole cable, if the non signal pole has a function other than carrying the joystick ground I thought carrying the button specific Joystick ground was important to marry the signal with its corresponding ground.

Also I thought there may be a factor on that thinking of, hence 3 Pole. the only difference between the traditional design and my design is that you run your ground connected to each wire, where is I have corresponding grounds for each individual wire.

There were two main reasons why I chose corresponding ground search button. I heard some rumors it’s some companies were going to do that with their controllers. Based on those rumors I thought the best defense was to have a discrete system that factors that in.

And the second reason was in case a system already had more than one ground that if I were to move a button from one place to another, the corresponding ground has to move with it or else we’ll get some sort of malfunction.

As it turns out the Edladdin Coleco PCB uses a two ground system. I don’t know whether that accurately emulates a real coleco PCB or weather let’s to do some other thing to compensate for something else that’s harder to reproduce.

Either way glad I thought of it in advance.

So was my intuition correct? Are there any logical reasons why having one ground per control won’t work? and yes I can see why for everything except possibly the ColecoVision that would be Overkill. But how many of you have tried a ColecoVision hook up with your fightstick?

And yes I’m aware that there’s probably nothing close to a fighting game on ColecoVision. But then again, they were called joysticks before they were called fight sticks and were in pretty much all arcade controls that didn’t require something else specific.

I get Stan might be your friend, but why is he your go to modder?

They are all headphone repair videos

Because almost no one else bothers with 3.5mm connections except for accessibility controllers.
You want panel mount female connectors. Something like this

Except those operators used the older and larger 1/4" plugs and not the 3.5mm size.
But I see where you want to get at here.

This thread has a hilarious title if you take it the wrong way :joy::joy::joy:

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Thanks for the idea of controllers for handicap makers.

I guess in someways, strict opposite handedness is a handicap. Not as debilitating of a handicap as some more extreme cases which charge the big bucks and usually get government subsidies, but enough where one company could have a decent niche market with all other things being equal this ambidextrous layout. Beeshu was that company in the NES days.

Switch hitters in baseball, all minigolf clubs being ambi by default since the mid 80s, (I remember the line for right hand putters) more and more traditional “handed” products designed in an ambidextrous way. (Scissors). If multi game tournaments were a big thing.
like when Jamal won in the 00s, maybe we’ll see a switch sticker, plays some games one way and others the others, and a few vary within a game based on human opponent, opponent character, etc.

If you’re going to do that, one stick for both ways and all systems is easier to carry than 2 of each stick for each system.

This is a bit off topic, but switch hitting has been in decline for the past few decades, especially during this period of increased emphasis on analytics. Many switch hitters hit better from a certain side anyway, and teams these days would rather platoon two guys such that one guy hits a righty well and the other hits a lefty well rather than getting guy who can hit both worse than the platoon pairing. In short, switch-hitting hasn’t been shown to provide much advantage, especially considering the amount of work it requires to do both at a reasonable level.

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I’ll give you the perfect example of where switch-hitting may pay off.

  1. if back in the day you learned it backwards out of necessity. Like me and Simpsons Arcade.

2). Different Street Fighter versions have different emphasis on different skills. All versions of Street Fighter 2.x have stricter accuracy requirements for pulling off specials,. However they’re heavily rewarded with more damage.

Likewisee the largest Combo you can probably get is about four or five hits withball except the last hit being a regular.

The marvel versus Capcom games are more lenient with the specials. Like how I noticed in Street Fighter 4, I was able to pull off specials with the left hand way more often than SF2.X, however mostly specials only damage as much as a standard move. However. Combos require lots of button dancing.

Would you say, based on the above, that there may be a case for playing a Marvel versus Capcom game with dominant hand on buttons and Street Fighter 2.x with dominant hand on joystick?

I found a YouTube answer: